UGX-Mods

Call of Duty 5: World at War => Work-In-Progress => Custom Maps, Mods & Tools => Zombie Maps => Topic started by: DeletedUser on January 30, 2016, 08:29:57 am

Title: [W.I.P] Zombie Asylum
Post by: DeletedUser on January 30, 2016, 08:29:57 am
Zombie Asylum

Description

Remake of Zombie Verruckt

This is my "first" map so im keeping it simple and remaking Verruckt, for now im just remapping Verruckt and getting the layout down first then il start thinking of what new features i will add


Screenshots

Latest Screenshot
(https://i.gyazo.com/99f07d04bd83a190e4473338a0811e51.png)

Click to view current screenshots

(https://i.gyazo.com/c1aec282d9000f6ba2c1caabac52333f.png)

(https://i.gyazo.com/22132b9b58eec65e926940de0d8ed7fd.png)

(https://i.gyazo.com/5ccdf4cf7ce713ea58e2436c7402b39c.png)

(https://i.gyazo.com/0b4ab3703d35b25da9c699b396830b18.png)

(https://gyazo.com/095c34c9c07076682422b13caf6427cd)

(https://i.gyazo.com/7f515c259aafd9aa7f5903afba2e9eb4.png)

(https://i.gyazo.com/f212d5d8c06854d2d2eabda0d07e9075.jpg)

(https://i.gyazo.com/227a838250a1353f308e2f4e724e34b5.png)

(https://i.gyazo.com/99f07d04bd83a190e4473338a0811e51.png)

(https://i.gyazo.com/76c0800bf90a883e037ecd66edcb2e52.jpg)

(https://i.gyazo.com/92968960c5cfa1f41bc62b276780c94f.jpg)


Click to view Perk Machine models
Quick Revive


(https://i.gyazo.com/9acdd3cc15a0657d484f55b7de1a01ed.png)

(https://i.gyazo.com/fb20f9a56c10e6a17c664a8f80793a63.png)


Juggernog


(https://i.gyazo.com/a96e5edc12989bd845293c87b44afef0.png)

(https://i.gyazo.com/7aba903832bb353b27a8514ae198ffc8.png)


Speed Cola


(https://i.gyazo.com/65e6f368d98b281be7cec2c622440b93.png)

(https://i.gyazo.com/eacbe1c8d80d01e99e5b9987defaa534.png)


Double Tap 2.0


(https://i.gyazo.com/38d3e7e7b51911f3b946ffe244171fef.png)

(https://i.gyazo.com/e937045c51494605cc9bd6f201944fae.png)


Perk Bottles

(Dont worry about the gray one at the start (its a dummy perk bottle the others just replace the gray textures))


(https://i.gyazo.com/53c2d2b177d37cd02ab8ef5b60240546.gif)


Features

World at War - Black Ops 2 Perks

Black Ops 1 Weapons
Black Ops 2 Weapons
Black Ops 3 Weapons

More to come


Credits

lilrifa - Beta Testing / Help with porting - Porting Black Ops 3 weapons
xSanchez78 - Beta Testing / Script help
MajorPwnege01 - Beta Testing / Custom GobbleGum ideas
SparkyMcSparks - Entity Dump Tool - Can be found here (https://ugx-mods.com/forum/index.php/topic,3061.msg30970.html#msg30970)
GerardS0406 - Map detailing (adding details to rooms)

UGX Community - All their help from the 'Help Section'
Title: Re: [W.I.P] Zombie Asylum
Post by: gamer9294 on January 30, 2016, 09:08:46 am
Nice man,  I like the map:  Zombie Verruckt,  this will be nice map, keep it up ;)


best regards,
Gamer9294
Title: Re: [W.I.P] Zombie Asylum
Post by: XEcW22 on January 31, 2016, 07:44:54 pm
looks pretty cool, keep it up :D
Title: Re: [W.I.P] Zombie Asylum
Post by: Exofile on January 31, 2016, 07:50:37 pm
Looks interesting. Will you be extending outwards adding new areas etc? Or just remake Verruckt as it is? Also, what type of weaponry do you see being used here? I know you're early in development, but do you have any thoughts/ideas? Keep up the great work, as always! ;)
Title: Re: [W.I.P] Zombie Asylum
Post by: DeletedUser on January 31, 2016, 08:10:29 pm
Looks interesting. Will you be extending outwards adding new areas etc? Or just remake Verruckt as it is? Also, what type of weaponry do you see being used here? I know you're early in development, but do you have any thoughts/ideas? Keep up the great work, as always! ;)
Atm im early in development and just want get Verruckt mapped out and working perfectly before i add anything like new areas but as a sort of sneak peak all im gonna say as of now is its gonna (and all ready does) have my perk system
Title: Re: [W.I.P] Zombie Asylum
Post by: smasher248 on January 31, 2016, 08:48:29 pm
*ahem* already did this *ahem* but i doubt it will be hard for u to do it better xD
Title: Re: [W.I.P] Zombie Asylum
Post by: DeletedUser on January 31, 2016, 08:56:43 pm
*ahem* already did this *ahem* but i doubt it will be hard for u to do it better xD
well i didnt know you made a Verruckt map, sounds like i got some competition ::)
Title: Re: [W.I.P] Zombie Asylum
Post by: MajorPwnege01 on January 31, 2016, 10:09:50 pm
Sweet a verruckt remake. I'm counting on you to make it good don't dissapoint us
Title: Re: [W.I.P] Zombie Asylum
Post by: smasher248 on January 31, 2016, 10:26:42 pm
well i didnt know you made a Verruckt map, sounds like i got some competition ::)

you dont, it was unbelievably shit
Title: Re: [W.I.P] Zombie Asylum
Post by: steviewonder87 on January 31, 2016, 10:49:04 pm
you dont, it was unbelievably shit

I can verify this statement :troll:
Title: Re: [W.I.P] Zombie Asylum
Post by: smasher248 on January 31, 2016, 11:16:46 pm
I can verify this statement :troll:

ikr it was so bad, there is only one map i can think of thats worse, starts with an "o" but thats all i can remember :troll:
Title: Re: [W.I.P] Zombie Asylum
Post by: steviewonder87 on January 31, 2016, 11:58:35 pm
ikr it was so bad, there is only one map i can think of thats worse, starts with an "o" but thats all i can remember :troll:

That's a bit harsh on Jbird, I thought Overrun was a good map :troll:
Title: Re: [W.I.P] Zombie Asylum
Post by: DeletedUser on February 01, 2016, 08:21:13 am
Update

Just abit of detail work outside the map, want to get your guys opinion on it so far

My Map

(https://i.gyazo.com/76c0800bf90a883e037ecd66edcb2e52.jpg)

(https://i.gyazo.com/92968960c5cfa1f41bc62b276780c94f.jpg)


Official Verruckt

(https://i.gyazo.com/1fa0290bbbf14398d226112a444daabe.jpg)

Title: Re: [W.I.P] Zombie Asylum
Post by: smasher248 on February 01, 2016, 12:54:31 pm
That's a bit harsh on Jbird, I thought Overrun was a good map :troll:

:lol:
Title: Re: [W.I.P] Zombie Asylum
Post by: DeletedUser on February 03, 2016, 06:44:11 pm
Update:

Finally got off my lazy arse and added some stairs for zombies to use to get inside of the map rather than just a caulk hill :D

Spoiler: click to open...

(https://i.gyazo.com/4a6e91bf97b475da359737e39acdba20.png)

Title: Re: [W.I.P] Zombie Asylum
Post by: Akrylix on February 05, 2016, 12:10:40 am
It's looking really nice so far. Keep up the good work dude, and best of luck on it.
Title: Re: [W.I.P] Zombie Asylum
Post by: DeletedUser on February 05, 2016, 05:13:42 pm
Update

Done quite abit of mapping gonna start work on adding a few new features to the map (Gonna be adding polls for any features i come up with but you can still comment what you think would be a nice addition to the map)
Title: Re: [W.I.P] Zombie Asylum
Post by: DeletedUser on February 08, 2016, 05:46:33 pm
Update

Ported and will be adding the following models

I hope to port the rest of the Black Ops 3 models (Stamin Up, Mule Kick and Deadshot + Perk Bottles) but Black Ops 3 models take time to port

Spoiler: click to open...
Quick Revive


(https://i.gyazo.com/9acdd3cc15a0657d484f55b7de1a01ed.png)

(https://i.gyazo.com/fb20f9a56c10e6a17c664a8f80793a63.png)


Juggernog


(https://i.gyazo.com/a96e5edc12989bd845293c87b44afef0.png)

(https://i.gyazo.com/7aba903832bb353b27a8514ae198ffc8.png)


Speed Cola


(https://i.gyazo.com/65e6f368d98b281be7cec2c622440b93.png)

(https://i.gyazo.com/eacbe1c8d80d01e99e5b9987defaa534.png)


Double Tap 2.0


(https://i.gyazo.com/38d3e7e7b51911f3b946ffe244171fef.png)

(https://i.gyazo.com/e937045c51494605cc9bd6f201944fae.png)


Double Post Merge: February 09, 2016, 01:06:29 am
Update

just finished porting the Black Ops 3 perk bottles let me know what you think to them

Spoiler: click to open...
(Dont worry about the gray one at the start (its a dummy perk bottle the others just replace the gray textures))


(https://i.gyazo.com/53c2d2b177d37cd02ab8ef5b60240546.gif)

Title: Re: [W.I.P] Zombie Asylum
Post by: XEcW22 on February 09, 2016, 03:03:18 am
Update

Ported and will be adding the following models

I hope to port the rest of the Black Ops 3 models (Stamin Up, Mule Kick and Deadshot + Perk Bottles) but Black Ops 3 models take time to port

Spoiler: click to open...
Quick Revive


(https://i.gyazo.com/9acdd3cc15a0657d484f55b7de1a01ed.png)

(https://i.gyazo.com/fb20f9a56c10e6a17c664a8f80793a63.png)


Juggernog


(https://i.gyazo.com/a96e5edc12989bd845293c87b44afef0.png)

(https://i.gyazo.com/7aba903832bb353b27a8514ae198ffc8.png)


Speed Cola


(https://i.gyazo.com/65e6f368d98b281be7cec2c622440b93.png)

(https://i.gyazo.com/eacbe1c8d80d01e99e5b9987defaa534.png)


Double Tap 2.0


(https://i.gyazo.com/38d3e7e7b51911f3b946ffe244171fef.png)

(https://i.gyazo.com/e937045c51494605cc9bd6f201944fae.png)


Double Post Merge: February 09, 2016, 01:06:29 am
Update

just finished porting the Black Ops 3 perk bottles let me know what you think to them

Spoiler: click to open...
(Dont worry about the gray one at the start (its a dummy perk bottle the others just replace the gray textures))


(https://i.gyazo.com/53c2d2b177d37cd02ab8ef5b60240546.gif)

awesome man, looking forward to this one :D
Title: Re: [W.I.P] Zombie Asylum
Post by: DeletedUser on February 10, 2016, 02:52:30 pm
Added new poll

Im thinking of moving over to modding the official 3arc Verruckt map instead of mapping it out, what do you guys think

This will mean that I cant add new areas / rooms but the release will be alot sooner

P.S. If anyone knows of a "prefab" for Verruckt please point it in my direction (Please no hate if I use it, Nacht Der Untoten Reimagined (https://ugx-mods.com/forum/index.php/topic,7467.0.html) was made using the Nacht "prefab" so im hoping that I wont get hate)
Title: Re: [W.I.P] Zombie Asylum
Post by: StupidEdits on February 10, 2016, 08:30:32 pm
Added new poll

Im thinking of moving over to modding the official 3arc Verruckt map instead of mapping it out, what do you guys think

This will mean that I cant add new areas / rooms but the release will be alot sooner

Keep going, you've already put the work and effort into making your own verruckt, imo it'll be more fun playing an older map with new ideas and areas brought into it rather than playing the exact same map but with different features present.
Title: Re: [W.I.P] Zombie Asylum
Post by: Joeycx on February 11, 2016, 12:19:55 am
Added new poll

Im thinking of moving over to modding the official 3arc Verruckt map instead of mapping it out, what do you guys think

This will mean that I cant add new areas / rooms but the release will be alot sooner

P.S. If anyone knows of a "prefab" for Verruckt please point it in my direction (Please no hate if I use it, Nacht Der Untoten Reimagined (https://ugx-mods.com/forum/index.php/topic,7467.0.html) was made using the Nacht "prefab" so im hoping that I wont get hate)

There was a prefab on verrcukt but i think i was deleted awhile back...your mapping looks good so far, but i understand the pain of correctly placing the textures to match the ones treyarch made, you have to go back and forth lol
Title: Re: [W.I.P] Zombie Asylum
Post by: steviewonder87 on February 11, 2016, 12:27:40 am
Update

Ported and will be adding the following models

I hope to port the rest of the Black Ops 3 models (Stamin Up, Mule Kick and Deadshot + Perk Bottles) but Black Ops 3 models take time to port

Spoiler: click to open...
Quick Revive


(https://i.gyazo.com/9acdd3cc15a0657d484f55b7de1a01ed.png)

(https://i.gyazo.com/fb20f9a56c10e6a17c664a8f80793a63.png)


Juggernog


(https://i.gyazo.com/a96e5edc12989bd845293c87b44afef0.png)

(https://i.gyazo.com/7aba903832bb353b27a8514ae198ffc8.png)


Speed Cola


(https://i.gyazo.com/65e6f368d98b281be7cec2c622440b93.png)

(https://i.gyazo.com/eacbe1c8d80d01e99e5b9987defaa534.png)


Double Tap 2.0


(https://i.gyazo.com/38d3e7e7b51911f3b946ffe244171fef.png)

(https://i.gyazo.com/e937045c51494605cc9bd6f201944fae.png)


Double Post Merge: February 09, 2016, 01:06:29 am
Update

just finished porting the Black Ops 3 perk bottles let me know what you think to them

Spoiler: click to open...
(Dont worry about the gray one at the start (its a dummy perk bottle the others just replace the gray textures))


(https://i.gyazo.com/53c2d2b177d37cd02ab8ef5b60240546.gif)


I think you need to work more on those BO3 textures... :-\
Title: Re: [W.I.P] Zombie Asylum
Post by: DeletedUser on February 11, 2016, 01:58:24 am
I think you need to work more on those BO3 textures... :-\

The black metal can be fixed if i get off my arse and do some texture magic but cant be done using official Black Ops 3 textures as they use ambient occlusion textures in Black Ops 3 and ambient occlusion is not possible in World at War

so im gonna stick with what i have as that's as close to official i can get without modifying the textures



I voted to just use a prefab because you seem like a better modder than mapper IMO. Monopolize on what you do well and mod so damn good that people will want to team with you later.

Keep going, you've already put the work and effort into making your own verruckt, imo it'll be more fun playing an older map with new ideas and areas brought into it rather than playing the exact same map but with different features present.

There was a prefab on verrcukt but i think i was deleted awhile back...your mapping looks good so far, but i understand the pain of correctly placing the textures to match the ones treyarch made, you have to go back and forth lol

Yeah its even more of a pain if it takes me about 30 mins to fully compile my map (10 mins building mod 20 mins compiling .map file) all that just to check if my script loads and then there's the issue of 15-20 fps in game :( ahh the pains of having a bad pc

Thanks for all the feedback im gonna continue mapping but with my pc its gonna a super long time to be made :(



Anyways as a side note Gobblegums are also being added to this map been working on the script and got all perk based Gobblegums done

Spoiler: click to open...

(https://i.gyazo.com/80e9b6be984013b2e65dddad186f33f1.png)

(https://i.gyazo.com/11ce10806e393fe1d8d1919c358be80c.png)

Title: Re: [W.I.P] Zombie Asylum
Post by: MajorPwnege01 on February 11, 2016, 07:39:44 pm



Anyways as a side note Gobblegums are also being added to this map been working on the script and got all perk based Gobblegums done

Spoiler: click to open...

(https://i.gyazo.com/80e9b6be984013b2e65dddad186f33f1.png)

(https://i.gyazo.com/11ce10806e393fe1d8d1919c358be80c.png)

Wow I... I love you WARDOGSK93 I just love you
Title: Re: [W.I.P] Zombie Asylum
Post by: steviewonder87 on February 11, 2016, 08:05:18 pm
The black metal can be fixed if i get off my arse and do some texture magic but cant be done using official Black Ops 3 textures as they use ambient occlusion textures in Black Ops 3 and ambient occlusion is not possible in World at War

so im gonna stick with what i have as that's as close to official i can get without modifying the textures

K.

Yeah its even more of a pain if it takes me about 30 mins to fully compile my map (10 mins building mod 20 mins compiling .map file) all that just to check if my script loads and then there's the issue of 15-20 fps in game :( ahh the pains of having a bad pc

Or just drag your script into your mod in appdata and you don't need to compile anything...::)
Title: Re: [W.I.P] Zombie Asylum
Post by: DeletedUser on February 11, 2016, 09:28:34 pm
K.

Or just drag your script into your mod in appdata and you don't need to compile anything...::)

Not if all my scripts are compiled into a .FF file but yeah that would be a smart way around not compiling

Double Post Merge: February 11, 2016, 09:33:20 pm
So I found out that a prefab is included with mod-tools (thanks JBird632) I'm thinking of instead of mapping out Verruckt I might just place all my shit in that map

Now the prefab included looks like Verruckt but its a different layout to Verruckt so I don't know is that's a plus or a negative

Here's a screen shot of it

(Vote using the poll if I should use the prefab or my map)

Spoiler: click to open...

(https://i.gyazo.com/ec00ab9b0cd272eb82bcbdb10533d6b8.png)

Title: Re: [W.I.P] Zombie Asylum
Post by: smasher248 on February 11, 2016, 10:44:44 pm
Not if all my scripts are compiled into a .FF file but yeah that would be a smart way around not compiling

Double Post Merge: February 11, 2016, 09:33:20 pm
So I found out that a prefab is included with mod-tools (thanks JBird632) I'm thinking of instead of mapping out Verruckt I might just place all my shit in that map

Now the prefab included looks like Verruckt but its a different layout to Verruckt so I don't know is that's a plus or a negative

Here's a screen shot of it

(Vote using the poll if I should use the prefab or my map)

Spoiler: click to open...

(https://i.gyazo.com/ec00ab9b0cd272eb82bcbdb10533d6b8.png)


i already used that prefab aswell, it was cool with u remaking it from scratch, but 2 maps from the same prefab is pretty bad
Title: Re: [W.I.P] Zombie Asylum
Post by: steviewonder87 on February 11, 2016, 10:50:07 pm
i already used that prefab aswell, it was cool with u remaking it from scratch, but 2 maps from the same prefab is pretty bad

There's already at least 2 maps made with that prefab. I remember that crappy speed mapped one which was done in like an hour. Then there was that other crappy one by that annoying Scottish kid. :troll:
Title: Re: [W.I.P] Zombie Asylum
Post by: DeletedUser on February 11, 2016, 10:57:03 pm
Be sure that if you use that perfab that you credit it. It looks nice. You better  have some wicked features if you skip the mapping too
Um who / what could I credit if I used it? its part of the modtools? (root/map_source/_prefabs/domestic/misc/asylum_mp_jam.map)



i already used that prefab aswell, it was cool with u remaking it from scratch, but 2 maps from the same prefab is pretty bad

I might use the prefab as I've mapped out so much and now I'm stuck cause I don't know how to do the rest (aka patches foliage basically the fancy stuff)
Title: Re: [W.I.P] Zombie Asylum
Post by: smasher248 on February 11, 2016, 11:02:30 pm
There's already at least 2 maps made with that prefab. I remember that crappy speed mapped one which was done in like an hour. Then there was that other crappy one by that annoying Scottish kid. :troll:

sorry, but have u ever tried fucking off? :troll:
Title: Re: [W.I.P] Zombie Asylum
Post by: steviewonder87 on February 11, 2016, 11:23:26 pm
sorry, but have u ever tried fucking off? :troll:

 :lol:
Title: Re: [W.I.P] Zombie Asylum
Post by: MZslayer11 on February 12, 2016, 02:11:44 am
:please: the fancy stuff is what makes a map a good map. Check out the BlackJackJohnny tutorials on youtube. If you want to actually be a mapper you are gonna have to learn the fancy stuff man


I agree. Also, the second poll question is not a yes or no question.
Title: Re: [W.I.P] Zombie Asylum
Post by: conn6orsuper117 on February 12, 2016, 03:18:24 am
I agree. Also, the second poll question is not a yes or no question.

Same
Title: Re: [W.I.P] Zombie Asylum
Post by: DeletedUser on February 12, 2016, 04:00:52 am
I agree. Also, the second poll question is not a yes or no question.

Updated poll and cleared poll (If you voted you need to re-vote)

Yes is for using the prefab
No is to continue with my map

hope this clears up any confusion
Title: Re: [W.I.P] Zombie Asylum
Post by: Exofile on February 12, 2016, 12:18:15 pm
:please: the fancy stuff is what makes a map a good map. Check out the BlackJackJohnny tutorials on youtube. If you want to actually be a mapper you are gonna have to learn the fancy stuff man

I assume you mean "if you want to be a good mapper" ? Anyone can be a mapper, but a good mapper knows the nitty gritty fine tuning of it! :D
Title: Re: [W.I.P] Zombie Asylum
Post by: Exofile on February 12, 2016, 04:23:19 pm
I meant mapper as in the status "Mapper" but yes. My cat could even be a mapper if he walks across the keyboard in the right way :troll:

Your Cat would be better than I'd ever be. :please:
Title: Re: [W.I.P] Zombie Asylum
Post by: DeletedUser on February 12, 2016, 06:37:24 pm
Your WIP looks great. If you want some mapping help or a new section mapped or something let me know. But lets not clog wardogs topic anymore  :-X lol

aw i was enjoying the company, please don't leave :alone:
Title: Re: [W.I.P] Zombie Asylum
Post by: Exofile on February 12, 2016, 06:37:52 pm
aw i was enjoying the company, please don't leave :alone:

Silly boy, I'd never leave you! <3  :gusta:
Title: Re: [W.I.P] Zombie Asylum
Post by: DeletedUser on February 12, 2016, 09:24:53 pm
Added new poll

Working on custom GobbleGums (Ideas thanks to MajorPwnege01 (http://ugx-mods.com/forum/index.php?action=profile;u=106836))

List of GobbleGum TODO list here (https://github.com/WARDOGSK93/CoD-GumBalls/issues/1)

Thinking of adding a new GobbleGum that makes your grenades attract zombies (much like monkeys but if I add this GobbleGum I'm going to remove them)

It would activate immediately and last until you ran out of grenades/ went down (lost your grenades)
Title: Re: [W.I.P] Zombie Asylum
Post by: MajorPwnege01 on February 12, 2016, 09:28:17 pm
(Ideas thanks to MajorPwnege01 (http://ugx-mods.com/forum/index.php?action=profile;u=106836))

i was finally useful for something

Double Post Merge: February 12, 2016, 10:20:32 pm
For everyone interested in the gums that are currently added, getting worked on, and that we are planning on adding please check the GitHub link
Here (http://github.com/WARDOGSK93/CoD-GumBalls/issues/1)
But only if your interested.
(And i know you are  :troll:)
Title: Re: [W.I.P] Zombie Asylum
Post by: DeletedUser on February 20, 2016, 07:23:31 pm
Been a little since I last updated / even came on UGX so here is a major update to my map

I have decided that since my map wasn't 100% 1:1 scale of 3arcs Verruckt to delete the whole thing and restart but instead of restarting from scratch I have used Sparks dump tool just to get the basic layout of the map and how big rooms should be anyways might be easier if i showed you a image

Click to view screenshots
Zombie Asylum (My Map)

(https://i.gyazo.com/123c09b3df84242c036ffbd139847a41.png)

Nazi Zombie Asylum (3arc)

(https://i.gyazo.com/b77ec294ed95ad338803dd11e4baef85.jpg)


For anyone who knows what Sparks tool does
I'm not using any of the dumped entities in my map I'm using them to have the origins and angles 100% set to 3arcs Verruct

Things like wall weapons will be dumped by the tool but I'm gonna go around and delete all the dumped entities once the geo is done and replace them with prefabs (if they exist) from mod-tools if they don't exist I'm going to try my best to recreate them

P.S. As a little side note any perk / power-up shaders (the icons) are going to done in .menu so that means if I have too many on your screen at once they wont start disappearing
Title: Re: [W.I.P] Zombie Asylum
Post by: DeletedUser on February 26, 2016, 06:43:32 am
Update:

For this update im just gonna let the images do all the talking, theres not many but ive been working hard

Gerard also gave me a little hand in detailing up and he said he might detail up some more rooms when they are ready for detail

Click to view screenshots

(https://i.gyazo.com/1e0b380cbc3e4e50e66c298adefce2f3.png)

(https://i.gyazo.com/7517a493b0b7d04f4810a06ff07091fd.png)

(https://i.gyazo.com/60ab39930ca6f56aec0dca55e264424a.png)


Edit: Added new screnshot
Title: Re: [W.I.P] Zombie Asylum
Post by: Tim Smith on February 26, 2016, 06:58:06 am
Wow mate! It looks good so far .
Title: Re: [W.I.P] Zombie Asylum
Post by: DeletedUser on February 27, 2016, 11:10:01 am
First ingame screenshot of the remapped 1:1 scale of Verruckt, just compiled to see what the map looks like in game and I must say the maps coming along nicly

Sorry about having "r_fullbright" "1" I havnt added a light grid or any lights yet so with out it its pitch black and you cant see shit

Click to view screenshot

(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fimages.akamai.steamusercontent.com%2Fugc%2F549807946787585351%2F806364EE24F7D4E0CF2E65D77271BEF5D932F582%2F&hash=be4a8ef9f908ff2b3683e063145f10853543f25d)

Title: Re: [W.I.P] Zombie Asylum
Post by: NINJAMAN829 on February 27, 2016, 01:04:19 pm
First ingame screenshot of the remapped 1:1 scale of Verruckt, just compiled to see what the map looks like in game and I must say the maps coming along nicly

Sorry about having "r_fullbright" "1" I havnt added a light grid or any lights yet so with out it its pitch black and you cant see shit

Click to view screenshot

(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fimages.akamai.steamusercontent.com%2Fugc%2F549807946787585351%2F806364EE24F7D4E0CF2E65D77271BEF5D932F582%2F&hash=be4a8ef9f908ff2b3683e063145f10853543f25d)


Looks really good. :) Looks exactly like the original verruckt in the textures and model placement.


Also, can you tell me what the bed model is in the room with the Springfield? I can not find it for the life of me :derp:
Title: Re: [W.I.P] Zombie Asylum
Post by: DeletedUser on February 27, 2016, 01:31:22 pm
Also, can you tell me what the bed model is in the room with the Springfield? I can not find it for the life of me :derp:
the bed model is "static_berlin_gurney"

Edit:
Assuming you mean this model
(https://i.gyazo.com/8cda44ebec133a7461bf1234d113fbff.png)
Title: Re: [W.I.P] Zombie Asylum
Post by: NINJAMAN829 on February 27, 2016, 01:49:07 pm
the bed model is "static_berlin_gurney"

Edit:
Assuming you mean this model
(https://i.gyazo.com/8cda44ebec133a7461bf1234d113fbff.png)

Yes! Thanks a bunch dude. Now I can die in peace.  :)
Title: Re: [W.I.P] Zombie Asylum
Post by: InFInIX on February 27, 2016, 03:40:33 pm
Map looks realy realy good
are you going to make it fully 1:1 also with zombie spawns perk locations (would be cool if you change the locations so we don't now where jugg is  :troll:) Fx and weapon spots? :P
Title: Re: [W.I.P] Zombie Asylum
Post by: DeletedUser on February 27, 2016, 05:07:42 pm
Map looks realy realy good
are you going to make it fully 1:1 also with zombie spawns perk locations (would be cool if you change the locations so we don't now where jugg is  :troll:) Fx and weapon spots? :P

its all going to be the same perk locations, wall buys, box, barriers, doors, the lot but i will aslo be adding new rooms and features so its not like playing verruckt

perks my change when ga,e starts like SoE but i dont know about that yet

Edit:

can you make this sentence more clear please  :lol:

perks my change locations when game starts like SoE but i dont know about that yet
Title: Re: [W.I.P] Zombie Asylum
Post by: seanathan on February 27, 2016, 05:27:54 pm

perks my change when ga,e starts like SoE but i dont know about that yet
can you make this sentence more clear please  :lol:
Title: Re: [W.I.P] Zombie Asylum
Post by: GerardS0406 on February 27, 2016, 06:03:46 pm
I believe he is saying that the perks may change locations at the start of the game like in shadows of evil
Title: Re: [W.I.P] Zombie Asylum
Post by: DeletedUser on February 27, 2016, 07:10:10 pm
can you make this sentence more clear please  :lol:

i would if i could only enlish proper

I believe he is saying that the perks may change locations at the start of the game like in shadows of evil

what i meant to say was what Gerard said

"perks my change locations when game starts like SoE but i dont know about that yet"
Title: Re: [W.I.P] Zombie Asylum
Post by: mrpeanut188 on February 27, 2016, 10:41:55 pm
"perks my change locations when game starts like SoE but i dont know about that yet"
you forgot the a in may that's where the confusion was probably.
Title: Re: [W.I.P] Zombie Asylum
Post by: Tim Smith on February 27, 2016, 10:44:25 pm
Really people ? We all know what he was trying to say . So back on topic please.
Title: Re: [W.I.P] Zombie Asylum
Post by: DeletedUser on March 02, 2016, 12:34:55 am
Update:

Gamed modes added

The gamemodes currently in my map are just what was apart of my gamemode system if you feel any of these gamemodes shouldnt be in my map please let me know


Updates thanks to xSanchez78:

Origins HUD
Real D2P

Major Update:

I have decided to remove gumballs from my map, dont worry I still have the assets (models, scripts, shaders and shit) but they wont be in my map, sorry if you was looking forward to using them :(

They may be added back in a future update but hey lets work on releasing the map before we talk about updates ::)
Title: Re: [W.I.P] Zombie Asylum
Post by: GerardS0406 on March 02, 2016, 12:52:27 am
Tbh, I like that you removed the gobblegums. Sorry if you liked them but, to me it removed the whole classic experience of zombies. :P
Title: Re: [W.I.P] Zombie Asylum
Post by: seanathan on March 02, 2016, 01:36:20 am
Tbh, I like that you removed the gobblegums. Sorry if you liked them but, to me it removed the whole classic experience of zombies. :P
yeah it did for me to
Title: Re: [W.I.P] Zombie Asylum
Post by: DeletedUser on March 08, 2016, 01:22:03 am
Update

Been porting a few Black Ops 1 weapons theres a few more ported (l96a1 for example)

Spoiler: click to open...

(https://i.gyazo.com/c0593419deb0e9ba740d50a9e5c6e6be.png)

(https://i.gyazo.com/627699695b70e5c05d58d25e5600c4bd.png)

(https://i.gyazo.com/8bb162affe491f6c030bcb2bc80f6423.png)

(https://i.gyazo.com/7770cc8a41e5cd0031a635638a9c8b8e.jpg)

(https://i.gyazo.com/ff617b4e3b97945e55d4624f3a1b1ce8.png)

(https://i.gyazo.com/c564c22c5a85d06069d86dd73f0d056c.png)

Title: Re: [W.I.P] Zombie Asylum
Post by: seanathan on March 08, 2016, 12:42:05 pm
Update

Been porting a few Black Ops 1 weapons theres a few more ported (l96a1 for example)

Spoiler: click to open...

(https://i.gyazo.com/c0593419deb0e9ba740d50a9e5c6e6be.png)

(https://i.gyazo.com/627699695b70e5c05d58d25e5600c4bd.png)

(https://i.gyazo.com/8bb162affe491f6c030bcb2bc80f6423.png)

(https://i.gyazo.com/7770cc8a41e5cd0031a635638a9c8b8e.jpg)

(https://i.gyazo.com/ff617b4e3b97945e55d4624f3a1b1ce8.png)

(https://i.gyazo.com/c564c22c5a85d06069d86dd73f0d056c.png)

Nice man!
Title: Re: [W.I.P] Zombie Asylum
Post by: DeletedUser on March 11, 2016, 11:37:55 pm
Update:

Finished first initial port of Black Ops 1 weapons (The Black Ops 3 RayGun was ported by lilrifa many thanks goes out to him)

:(
We're sorry.
The embdedded media couldn't be retrieved.
View reason
The response was empty.
View media in new tab

There no sounds and some things like scope on l96a1 when ads'ing is missing, they will be added in later after the acutal weapons are perfected
Title: Re: [W.I.P] Zombie Asylum
Post by: josemassacre on April 17, 2016, 06:07:57 am
Update:

Finished first initial port of Black Ops 1 weapons (The Black Ops 3 RayGun was ported by lilrifa many thanks goes out to him)

:(
We're sorry.
The embdedded media couldn't be retrieved.
View reason
The response was empty.
View media in new tab

There no sounds and some things like scope on l96a1 when ads'ing is missing, they will be added in later after the acutal weapons are perfected
Any update?
Title: Re: [W.I.P] Zombie Asylum
Post by: DeletedUser on April 17, 2016, 08:20:25 am
Any update?

Sorry for not posting any updates recently, been hard at work rescripting a few things (My Perk System + Widows Wine) and also got a new PC so i had to move things across to this one.

I have also been having issues with compiling the map but I am slowly but surly getting back to where I was before I got my new PC
Title: Re: [W.I.P] Zombie Asylum
Post by: AKScorpion75 on April 17, 2016, 02:17:29 pm
Looks good WARDOGSK93. Can't wait for release!
Title: Re: [W.I.P] Zombie Asylum
Post by: DeletedUser on May 15, 2016, 11:28:30 pm
Sorry for the late update but I am no longer working on this map, I have decied to wait for BO1 custom maps or BO3 modtools depends on which comes first but as soon as 1 of them is released I might start working on this again untill then assume that this map is dead :( sorry if you were looking forward to this map
Title: Re: [W.I.P] Zombie Asylum
Post by: AKScorpion75 on May 15, 2016, 11:30:17 pm
Sorry for the late update but I am no longer working on this map, I have decied to wait for BO1 custom maps or BO3 modtools depends on which comes first but as soon as 1 of them is released I might start working on this again untill then assume that this map is dead :( sorry if you were looking forward to this map
This might sound dumb but do you think i may be able to take over and finish this map?
Title: Re: [W.I.P] Zombie Asylum
Post by: DeletedUser on May 15, 2016, 11:34:28 pm
This might sound dumb but do you think i may be able to take over and finish this map?
Yes, you can create a new Verruckt remake but if i do decide to continue this map later on (most likely wont but might) could you give credit to me as OP
Title: Re: [W.I.P] Zombie Asylum
Post by: AKScorpion75 on May 15, 2016, 11:35:40 pm
Yes, you can create a new Verruckt remake but if i do decide to continue this map later on (most likely wont but might) could you give credit to me as OP
Yea i can do that. No prob. Just wait a while before my remake
Title: Re: [W.I.P] Zombie Asylum
Post by: conn6orsuper117 on May 16, 2016, 12:12:07 am
Sorry for not posting any updates recently, been hard at work rescripting a few things (My Perk System + Widows Wine) and also got a new PC so i had to move things across to this one.

I have also been having issues with compiling the map but I am slowly but surly getting back to where I was before I got my new PC
Thats the 8th one you canceled man.
Title: Re: [W.I.P] Zombie Asylum
Post by: DeletedUser on May 16, 2016, 12:42:57 am
Thats the 8th one you canceled man.

I know, I know, I cancel so much of my shit, all the others I canceled because im too lazy to work on them and keep updating them but this one I canceled because I have not touched it in so long and mapping is not really my thing

If I do go back and decide to work on this later it will be with someone who actually enjoys mapping (unlike me who was just mapping because I wanted a to make a map, not because I enjoyed it, I will have input on the mapping side and do abit of mapping but not all of it)